]> git.tdb.fi Git - libs/gl.git/blobdiff - source/light.cpp
Additional framebuffer incompleteness errors
[libs/gl.git] / source / light.cpp
index a3b3d014c0a51a16762c7a82285f4a6a8960247c..aeb17c5be4a604b79235ade3cd2423d34e83dfb0 100644 (file)
@@ -18,7 +18,7 @@ Light::Light():
        position(0, 0, 1, 0),
        spot_dir(0, 0, -1),
        spot_exp(0),
-       spot_cutoff(180)
+       spot_cutoff(Geometry::Angle<float>::straight())
 {
        attenuation[0] = 1;
        attenuation[1] = 0;
@@ -54,7 +54,7 @@ void Light::update_parameter(int mask, int index) const
        if(mask&SPOT_EXP)
                glLightf(l, GL_SPOT_EXPONENT, spot_exp);
        if(mask&SPOT_CUTOFF)
-               glLightf(l, GL_SPOT_CUTOFF, spot_cutoff);
+               glLightf(l, GL_SPOT_CUTOFF, spot_cutoff.degrees());
        if(mask&ATTENUATION)
        {
                glLightf(l, GL_CONSTANT_ATTENUATION, attenuation[0]);
@@ -63,6 +63,23 @@ void Light::update_parameter(int mask, int index) const
        }
 }
 
+void Light::update_matrix()
+{
+       Vector3 up_dir;
+       if(20*abs(direction.z)>abs(direction.x)+abs(direction.y))
+               up_dir.y = 1;
+       else
+               up_dir.z = 1;
+       Vector3 right_dir = normalize(cross(direction, up_dir));
+
+       Vector4 columns[4];
+       columns[0] = compose(right_dir, 0.0f);
+       columns[1] = compose(cross(right_dir, direction), 0.0f);
+       columns[2] = compose(-direction, 0.0f);
+       columns[3] = position;
+       matrix = Matrix::from_columns(columns);
+}
+
 void Light::set_diffuse(const Color &c)
 {
        diffuse = c;
@@ -75,30 +92,62 @@ void Light::set_specular(const Color &c)
        update_parameter(SPECULAR);
 }
 
+void Light::set_matrix(const Matrix &m)
+{
+       Placeable::set_matrix(m);
+       position = matrix.column(3);
+       spot_dir = normalize(-matrix.column(2).slice<3>(0));
+       direction = (position.w ? spot_dir : normalize(-position.slice<3>(0)));
+       update_parameter(POSITION|SPOT_DIR);
+       update_matrix();
+}
+
 void Light::set_position(const Vector4 &p)
 {
        position = p;
        update_parameter(POSITION);
+       if(!position.w)
+               direction = normalize(-position.slice<3>(0));
+       update_matrix();
 }
 
 void Light::set_spot_direction(const Vector3 &d)
 {
-       spot_dir = d;
+       spot_dir = normalize(d);
+       if(position.w)
+               direction = spot_dir;
        update_parameter(SPOT_DIR);
+       update_matrix();
 }
 
 void Light::set_spot_exponent(float e)
 {
+       if(e<0)
+               throw invalid_argument("Light::set_spot_exponent");
+
        spot_exp = e;
        update_parameter(SPOT_EXP);
 }
 
 void Light::set_spot_cutoff(float c)
 {
+       set_spot_cutoff(Geometry::Angle<float>::from_degrees(c));
+}
+
+void Light::set_spot_cutoff(const Geometry::Angle<float> &c)
+{
+       if(c<Geometry::Angle<float>::zero() || (c>Geometry::Angle<float>::right() && c!=Geometry::Angle<float>::straight()))
+               throw invalid_argument("Light::set_spot_cutoff");
+
        spot_cutoff = c;
        update_parameter(SPOT_CUTOFF);
 }
 
+void Light::disable_spot_cutoff()
+{
+       set_spot_cutoff(Geometry::Angle<float>::straight());
+}
+
 void Light::set_attenuation(float c, float l, float q)
 {
        attenuation[0] = c;